browser/devtools/shadereditor/test/doc_multiple-contexts.html

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.

     1 <!-- Any copyright is dedicated to the Public Domain.
     2      http://creativecommons.org/publicdomain/zero/1.0/ -->
     3 <!doctype html>
     5 <html>
     6   <head>
     7     <meta charset="utf-8"/>
     8     <title>WebGL editor test page</title>
    10     <script id="shader-vs" type="x-shader/x-vertex">
    11       precision lowp float;
    12       attribute vec3 aVertexPosition;
    14       void main(void) {
    15         gl_Position = vec4(aVertexPosition, 1);
    16       }
    17     </script>
    19     <script id="shader-fs" type="x-shader/x-fragment">
    20       precision lowp float;
    21       uniform vec3 uColor;
    23       void main(void) {
    24         gl_FragColor = vec4(uColor, 1);
    25       }
    26     </script>
    27   </head>
    29   <body>
    30     <canvas id="canvas1" width="128" height="128"></canvas>
    31     <canvas id="canvas2" width="128" height="128"></canvas>
    33     <script type="text/javascript;version=1.8">
    34       "use strict";
    36       let canvas = [], gl = [];
    37       let program = [];
    38       let squareVerticesPositionBuffer = [];
    39       let vertexPositionAttribute = [];
    40       let colorUniform = [];
    42       window.onload = function() {
    43         for (let i = 0; i < 2; i++) {
    44           canvas[i] = document.querySelector("#canvas" + (i + 1));
    45           gl[i] = canvas[i].getContext("webgl", { preserveDrawingBuffer: true });
    46           gl[i].clearColor(0.0, 0.0, 0.0, 1.0);
    48           initProgram(i);
    49           initBuffers(i);
    50           drawScene(i);
    51         }
    52       }
    54       function initProgram(i) {
    55         let vertexShader = getShader(gl[i], "shader-vs");
    56         let fragmentShader = getShader(gl[i], "shader-fs");
    58         program[i] = gl[i].createProgram();
    59         gl[i].attachShader(program[i], vertexShader);
    60         gl[i].attachShader(program[i], fragmentShader);
    61         gl[i].linkProgram(program[i]);
    63         vertexPositionAttribute[i] = gl[i].getAttribLocation(program[i], "aVertexPosition");
    64         gl[i].enableVertexAttribArray(vertexPositionAttribute[i]);
    66         colorUniform[i] = gl[i].getUniformLocation(program[i], "uColor");
    67       }
    69       function getShader(gl, id) {
    70         let script = document.getElementById(id);
    71         let source = script.textContent;
    72         let shader;
    74         if (script.type == "x-shader/x-fragment") {
    75           shader = gl.createShader(gl.FRAGMENT_SHADER);
    76         } else if (script.type == "x-shader/x-vertex") {
    77           shader = gl.createShader(gl.VERTEX_SHADER);
    78         }
    80         gl.shaderSource(shader, source);
    81         gl.compileShader(shader);
    83         return shader;
    84       }
    86       function initBuffers(i) {
    87         squareVerticesPositionBuffer[i] = gl[i].createBuffer();
    88         gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
    89         gl[i].bufferData(gl[i].ARRAY_BUFFER, new Float32Array([
    90            1.0,  1.0, 0.0,
    91           -1.0,  1.0, 0.0,
    92            1.0, -1.0, 0.0,
    93           -1.0, -1.0, 0.0
    94         ]), gl[i].STATIC_DRAW);
    95       }
    97       function drawScene(i) {
    98         gl[i].clear(gl[i].COLOR_BUFFER_BIT);
   100         gl[i].bindBuffer(gl[i].ARRAY_BUFFER, squareVerticesPositionBuffer[i]);
   101         gl[i].vertexAttribPointer(vertexPositionAttribute[i], 3, gl[i].FLOAT, false, 0, 0);
   103         gl[i].useProgram(program[i]);
   104         gl[i].uniform3fv(colorUniform[i], i == 0 ? [1, 1, 0] : [0, 1, 1]);
   105         gl[i].drawArrays(gl[i].TRIANGLE_STRIP, 0, 4);
   107         window.requestAnimationFrame(() => drawScene(i));
   108       }
   109     </script>
   110   </body>
   112 </html>

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